#pragma once
#ifndef _RENDER_MODEL_TO_TEXTURE_H
#define _RENDER_MODEL_TO_TEXTURE_H

#include<Windows.h>
#include<D3D11.h>
#include"Macro.h"
class RenderModelToTextureClass
{
private:
	ID3D11Texture2D* mRenderTargetTexture;
	ID3D11RenderTargetView* mRenderTargetView;
	ID3D11ShaderResourceView* mShaderResourceView;

public:
	RenderModelToTextureClass();
	RenderModelToTextureClass(const RenderModelToTextureClass&other);
	~RenderModelToTextureClass();
	bool Initialize(ID3D11Device* d3dDevice,int TextureWidth,int TexureHeight);
	void ShutDown();

	void SetRenderTarget(ID3D11DeviceContext* deviceContext, ID3D11DepthStencilView* depthStencilView);
	void ClearRenderTarget(ID3D11DeviceContext* deviceContext, ID3D11DepthStencilView* depthStencilView, float red, float green, float blue, float alpha);
	ID3D11ShaderResourceView* GetShaderResourceView();

};
#endif // !_RENDER_3D_MODEL_TO_TEXTURE_H
